generated from 2ndbeam/bevy-template
feat: Layout changes
- Added padlock layout object - Added lockpick item - Added ItemImage component - Tilemap colliders are now creating from the tiles themselves - Removed items from container bundle - Removed colliders from tilemap bundle - Removed setup_player system
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parent
5157450ced
commit
42cfd14214
10 changed files with 175 additions and 57 deletions
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@ -7,7 +7,6 @@ use crate::{
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inventory::{
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ActiveInventory,
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Inventory,
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item::Item,
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}
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};
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@ -42,7 +41,6 @@ pub fn container_bundle(
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asset_server: &Res<AssetServer>,
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position: Vec2,
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inventory_size: UVec2,
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items: Vec<Item>,
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) -> impl Bundle {
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let image = asset_server.load(CRATE_CLOSED_ASSET);
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(
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@ -51,7 +49,6 @@ pub fn container_bundle(
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Sprite::from_image(image),
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Inventory::new(inventory_size),
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Children::spawn((
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SpawnIter(items.into_iter()),
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Spawn((
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Collider::cuboid(meters(1.), meters(1.)),
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Sensor,
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66
src/layout/lock.rs
Normal file
66
src/layout/lock.rs
Normal file
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@ -0,0 +1,66 @@
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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use crate::{inventory::{Inventory, item::lockpick::Lockpick}, meters, player::Player};
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use super::*;
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const PADLOCK_IMAGE_PATH: &'static str = "sprites/interactive/padlock.png";
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#[derive(Component, Debug, PartialEq, Eq, Default, Clone, Copy, Reflect)]
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#[reflect(Component, Debug, PartialEq, Default, Clone)]
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#[require(InteractiveObject)]
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pub struct Padlock;
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pub fn on_padlock_interaction(
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event: On<InteractionEvent>,
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mut commands: Commands,
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query: Query<(&ChildOf, Entity), With<Padlock>>,
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inventory_query: Query<(&Children, &ChildOf), With<Inventory>>,
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player_query: Query<(), With<Player>>,
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lockpick_query: Query<(), With<Lockpick>>,
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) {
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let Ok((parent, lock_id)) = query.get(event.entity) else {
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return;
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};
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// find lockpick in player inventory
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let mut lockpick_id = None;
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for (items, inventory_parent) in inventory_query {
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if player_query.get(inventory_parent.0).is_err() {
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continue;
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}
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for item_id in items {
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if lockpick_query.get(*item_id).is_ok() {
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lockpick_id = Some(*item_id);
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break;
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}
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}
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};
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let Some(lockpick_id) = lockpick_id else {
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return;
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};
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commands.entity(parent.0).remove::<Locked>();
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commands.entity(lock_id).despawn();
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commands.entity(lockpick_id).despawn();
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}
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pub fn padlock_bundle(asset_server: &Res<AssetServer>, facing_left: bool) -> impl Bundle {
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let image = asset_server.load(PADLOCK_IMAGE_PATH);
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let sign = if facing_left { -1. } else { 1. };
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(
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Padlock,
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Sprite {
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image,
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flip_x: facing_left,
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..default()
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},
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Transform::from_xyz(meters(sign * 0.125), meters(0.), 0.),
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Children::spawn_one((
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Transform::from_xyz(meters(sign * 0.1875), 0., 0.),
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Collider::cuboid(meters(0.1875), meters(1.)),
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Sensor,
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)),
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)
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}
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@ -2,6 +2,7 @@ use bevy::prelude::*;
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pub mod container;
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pub mod door;
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pub mod lock;
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pub mod stairs;
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pub mod systems;
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pub mod tilemap;
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@ -2,12 +2,16 @@ use bevy::{
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ecs::query::QueryFilter,
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prelude::*,
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};
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use bevy_rapier2d::prelude::*;
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use crate::{
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meters,
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inventory::item::Item,
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player::Player,
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inventory::item::lockpick::lockpick_bundle,
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player::{
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Player,
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player_bundle,
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},
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};
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use super::*;
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@ -61,20 +65,19 @@ pub fn detect_interact_collisions(
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}
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}
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pub fn lock_door(
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mut commands: Commands,
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query: Query<&ChildOf, Added<lock::Padlock>>,
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) {
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for parent in query {
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commands.entity(parent.0).insert(Locked);
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}
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}
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pub fn setup_world(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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let items = vec![
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Item::new_positioned(uvec2(1, 1), uvec2(0, 0)),
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Item::new_positioned(uvec2(2, 1), uvec2(1, 0)),
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Item::new_positioned(uvec2(3, 1), uvec2(3, 0)),
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Item::new_positioned(uvec2(2, 2), uvec2(6, 0)),
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Item::new_positioned(uvec2(6, 2), uvec2(0, 1)),
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Item::new_positioned(uvec2(2, 3), uvec2(6, 2)),
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Item::new_positioned(uvec2(4, 4), uvec2(0, 4)),
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];
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// floor 1F
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let mut tiles = (0..16).map(|x| {
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(0, uvec2(x, 1))
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@ -102,46 +105,53 @@ pub fn setup_world(
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// wall connectors
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tiles.extend([
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(13, 4), (11, 4), (9, 4),
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(4, 8), (4, 4), (11, 8), (11, 4),
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].iter().map(|(x, y)| {
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(2, uvec2(*x, *y))
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}));
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let colliders: Vec<(Collider, Vec2)> = vec![
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// 1F
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(Collider::cuboid(meters(0.5), meters(1.5)),
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vec2(meters(0.5), meters(-4.5))),
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(Collider::cuboid(meters(0.5), meters(1.5)),
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vec2(meters(15.5), meters(-4.5))),
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// 2F
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(Collider::cuboid(meters(0.5), meters(1.5)),
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vec2(meters(0.5), meters(-0.5))),
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(Collider::cuboid(meters(0.5), meters(1.5)),
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vec2(meters(15.5), meters(-0.5))),
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];
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(1.5), 0.), true));
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(3.5), 0.), false));
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(5.5), 0.), false)).insert(Locked);
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commands.spawn(container::container_bundle(&asset_server, vec2(meters(-2.), 0.), uvec2(8, 8), items.clone()));
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commands.spawn(container::container_bundle(&asset_server, vec2(meters(2.), meters(4.)), uvec2(10, 8), items.clone()));
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commands.spawn(tilemap::tilemap_bundle(&asset_server, uvec2(16, 16), tiles, colliders));
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commands.spawn(tilemap::tilemap_bundle(&asset_server, uvec2(16, 10), tiles));
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(-3.5), 0.), false));
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(-3.5), meters(4.)), false))
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.with_child(lock::padlock_bundle(&asset_server, false));
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(3.5), 0.), true))
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.with_child(lock::padlock_bundle(&asset_server, true));
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commands.spawn(door::door_bundle(&asset_server, vec2(meters(3.5), meters(4.)), true));
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commands.spawn(stairs::stairs_bundle(
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&asset_server,
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vec2(meters(-5.), 0.),
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vec2(meters(0.), 0.),
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Some(vec2(meters(2.), meters(4.))),
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None,
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));
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commands.spawn(stairs::stairs_bundle(
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&asset_server,
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vec2(meters(-5.), meters(4.)),
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Some(vec2(meters(2.), meters(4.))),
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Some(vec2(meters(-2.), meters(-4.))),
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));
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commands.spawn(stairs::stairs_bundle(
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&asset_server,
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vec2(meters(-5.), meters(8.)),
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vec2(meters(0.), meters(4.)),
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None,
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Some(vec2(meters(-2.), meters(-4.))),
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));
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commands.spawn(container::container_bundle(
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&asset_server,
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vec2(meters(-6.), 0.),
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uvec2(1, 1),
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));
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commands.spawn(container::container_bundle(
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&asset_server,
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vec2(meters(-6.), meters(4.)),
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uvec2(1, 1),
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)).with_child(lockpick_bundle(&asset_server, UVec2::ZERO));
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commands.spawn(container::container_bundle(
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&asset_server,
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vec2(meters(6.), 0.),
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uvec2(1, 1),
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));
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commands.spawn(container::container_bundle(
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&asset_server,
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vec2(meters(6.), meters(4.)),
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uvec2(1, 1),
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)).with_child(lockpick_bundle(&asset_server, UVec2::ZERO));
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commands.spawn(player_bundle(&asset_server, vec2(meters(-6.), 0.)));
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}
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@ -25,7 +25,6 @@ pub fn tilemap_bundle(
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asset_server: &Res<AssetServer>,
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size: UVec2,
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tiles: Vec<(u16, UVec2)>,
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colliders: Vec<(Collider, Vec2)>,
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) -> impl Bundle {
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let tile_data: Vec<Option<TileData>> = (0..size.element_product()).map(|xy| {
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if let Some((id, _)) = tiles.iter().find(|(_, pos)| pos.x == xy % size.x && pos.y == xy / size.x) {
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@ -47,15 +46,25 @@ pub fn tilemap_bundle(
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},
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Transform::from_xyz(0., meters(0.5) * size.y as f32 - meters(3.), 0.),
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TilemapChunkTileData(tile_data),
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Children::spawn(SpawnIter(colliders.into_iter()
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.map(move |(collider, pos)| {(
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collider.clone(),
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Children::spawn(SpawnIter(tiles.into_iter().map(move |(_, pos)| {(
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// TODO: optimize colliders
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Collider::cuboid(meters(0.5), meters(0.5)),
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Transform::from_xyz(
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pos.x - meters(0.5) * size.x as f32,
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pos.y,
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0.
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meters(0.5 + pos.x as f32 - (size.x as f32 * 0.5)),
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meters(0.5 + pos.y as f32 - (size.y as f32 * 0.5)),
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0.,
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),
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)})
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)),
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//Children::spawn(SpawnIter(colliders.into_iter()
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// .map(move |(collider, pos)| {(
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// collider.clone(),
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// Transform::from_xyz(
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// pos.x - meters(0.5) * size.x as f32,
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// pos.y - meters(0.5) * size.y as f32,
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// 0.
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// ),
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// )})
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//)),
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)
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}
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